L L4D2node

CBaseAnimating::InputSetLightingOrigin

0x005dfd30 · 71 bytes · __thiscall

_ZN14CBaseAnimating22InputSetLightingOriginER11inputdata_t

Decompiled

undefined (2 params)

/* CBaseAnimating::InputSetLightingOrigin(inputdata_t&) */

void __thiscall CBaseAnimating::InputSetLightingOrigin(CBaseAnimating *this,inputdata_t *param_1)

{
  char *pcVar1;
  
  if (*(int *)(param_1 + 0x18) == 2) {
    pcVar1 = "";
    if (*(char **)(param_1 + 8) != (char *)0x0) {
      pcVar1 = *(char **)(param_1 + 8);
    }
LAB_005dfd4e:
    if (*pcVar1 != '\0') goto LAB_005dfd53;
  }
  else {
    pcVar1 = (char *)variant_t::ToString((variant_t *)(param_1 + 8));
    if (pcVar1 != (char *)0x0) goto LAB_005dfd4e;
  }
  pcVar1 = (char *)0x0;
LAB_005dfd53:
  SetLightingOrigin(this,pcVar1);
  return;
}

SourceMod gamedata

paste into addons/sourcemod/gamedata/<your_plugin>.txt
used as the SourceMod key — change to fit your plugin's convention
SourceMod library name (server / engine / matchmaking)

Just a Signatures{} block, ready to drop into a gamedata file. Wire it up in your plugin however you like - SDKCall, DHooks, raw memory ops, or anything else.



        

        

          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)